This commit is contained in:
Markolie
2015-01-07 02:56:02 +01:00
parent f206d91932
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3 changed files with 76 additions and 208 deletions
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### HEALTH ###
# level of health at which a mob becomes unconscious (crit)
HEALTH_THRESHOLD_CRIT 0
# level of health at which a mob becomes dead
HEALTH_THRESHOLD_DEAD -100
### REVIVAL ###
# whether pod plants work or not
REVIVAL_POD_PLANTS 1
# whether cloning tubes work or not
REVIVAL_CLONING 1
# amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
REVIVAL_BRAIN_LIFE -1
### RENAMING ###
#Uncomment to allow cyborgs to rename themselves at roundstart. Has no effect on roboticists renaming cyborgs the normal way.
#RENAME_CYBORG
### OOC DURING ROUND ###
#Comment this out if you want OOC to be automatically disabled during the round, it will be enabled during the lobby and after the round end results.
OOC_DURING_ROUND
### MOB MOVEMENT ###
## We suggest editing these variables ingame to find a good speed for your server.
## To do this you must be a high level admin. Open the 'debug' tab ingame.
## Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.
## These values get directly added to values and totals ingame.
## To speed things up make the number negative, to slow things down, make the number positive.
## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
RUN_DELAY 1
WALK_DELAY 4
## The variables below affect the movement of specific mob types.
HUMAN_DELAY 0
ROBOT_DELAY 0
MONKEY_DELAY 0
ALIEN_DELAY 0
SLIME_DELAY 0
ANIMAL_DELAY 0
### NAMES ###
## If uncommented this adds a random surname to a player's name if they only specify one name.
#HUMANS_NEED_SURNAMES
## If uncommented, this forces all players to use random names !and appearances!.
#FORCE_RANDOM_NAMES
### EXPLOSIONS ###
## Unhash this to use recursive explosions, keep it hashed to use normal style explosions.
## Recursive explosions react to walls, airlocks and blast doors, making them look a lot cooler
## than the boring old circular explosions. They require more CPU and are (as of March 2013) experimental.
## The default map is generally designed for the old style explosions in terms of security.
#USE_RECURSIVE_EXPLOSIONS
### GAME MODES ###
## Probablities for game modes chosen in 'secret' and 'random' modes.
## Default probablity is 1, increase to make that mode more likely to be picked.
## Set to 0 to disable that mode.
PROBABILITY TRAITOR 5
PROBABILITY TRAITORCHAN 4
PROBABILITY DOUBLE_AGENTS 3
PROBABILITY NUCLEAR 2
PROBABILITY REVOLUTION 2
PROBABILITY GANG 0
PROBABILITY CULT 2
PROBABILITY CHANGELING 2
PROBABILITY WIZARD 4
PROBABILITY MALFUNCTION 1
PROBABILITY BLOB 2
PROBABILITY MONKEY 1
PROBABILITY METEOR 0
PROBABILITY EXTENDED 0
## You probably want to keep sandbox off by default for secret and random.
PROBABILITY SANDBOX 0
## Uncomment to make rounds which end instantly (Rev, Wizard, Malf) continue until
## the shuttle is called or the station is nuked.
## Malf and Rev will let the shuttle be called when the antags/protags are dead.
#CONTINUOUS_ROUND_REV
#CONTINUOUS_ROUND_WIZ
#CONTINUOUS_ROUND_MALF
## The amount of time it takes for the emergency shuttle to be called, from round start.
SHUTTLE_REFUEL_DELAY 12000
## Variables calculate how number of antagonists will scale to population.
## Used as (Antagonists = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
TRAITOR_SCALING_COEFF 6
CHANGELING_SCALING_COEFF 6
## Variables calculate how number of open security officer positions will scale to population.
## Used as (Officers = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
SECURITY_SCALING_COEFF 8
# The number of objectives traitors get.
# Not including escaping/hijacking.
TRAITOR_OBJECTIVES_AMOUNT 2
## Uncomment to prohibit jobs that start with loyalty
## implants from being most antagonists.
#PROTECT_ROLES_FROM_ANTAGONIST
## Uncomment to prohibit assistants from becoming most antagonists.
#PROTECT_ASSISTANT_FROM_ANTAGONIST
## If non-human species are barred from joining as a head of staff
#ENFORCE_HUMAN_AUTHORITY
## If late-joining players have a chance to become a traitor/changeling
ALLOW_LATEJOIN_ANTAGONISTS
## Uncomment to allow players to see the set odds of different rounds in secret/random in the get server revision screen. This will NOT tell the current roundtype.
#SHOW_GAME_TYPE_ODDS
### RANDOM EVENTS ###
## Comment this to disable random events during the round.
ALLOW_RANDOM_EVENTS
### AI ###
## Allow the AI job to be picked.
ALLOW_AI
### AWAY MISSIONS ###
## How long the delay is before the Away Mission gate opens. Default is half an hour.
## 600 is one minute.
GATEWAY_DELAY 18000
### ACCESS ###
## Comment this out if you wish to use the setup where jobs have more access.
## This is intended for servers with low populations - where there are not enough
## players to fill all roles, so players need to do more than just one job.
## Also for servers where they don't want people to hide in their own departments.
#JOBS_HAVE_MINIMAL_ACCESS
## Uncomment to give assistants maint access.
#ASSISTANTS_HAVE_MAINT_ACCESS
## Uncoment to give security maint access. Note that if you comment JOBS_HAVE_MINIMAL_ACCESS security already gets maint from that.
#SECURITY_HAS_MAINT_ACCESS
## Uncomment to give everyone maint access.
#EVERYONE_HAS_MAINT_ACCESS
## Comment this to make security officers spawn in departmental security posts
SEC_START_BRIG
### GHOST INTERACTION ###
## Uncomment to let ghosts spin chairs. You may be wondering why this is a config option. Don't ask.
#GHOST_INTERACTION
### NON-VOCAL SILICONS ###
## Uncomment to stop the AI, or cyborgs, from having vocal communication.
#SILENT_AI
#SILENT_BORG
### SANDBOX PANEL AUTOCLOSE ###
## The sandbox panel's item spawning dialog now stays open even after you click an option.
## If you find that your players are abusing the sandbox panel, this option may slow them down
## without preventing people from using it properly.
## Only functions in sandbox game mode.
#SANDBOX_AUTOCLOSE
### ROUNDSTART SILICON LAWS ###
## This controls what the AI's laws are at the start of the round.
## Set to 0/commented for "off", silicons will just start with Asimov.
## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.)
## Set to 2 for "random", silicons will start with a random lawset picked from (at the time of writing): P.A.L.A.D.I.N., Corporate, Asimov. More can be added by changing the law datum paths in ai_laws.dm.
DEFAULT_LAWS 1
### SILICON LAW MAX AMOUNT ###
## The maximum number of laws a silicon can have
## Attempting to upload laws past this point will fail unless the AI is reset
SILICON_MAX_LAW_AMOUNT 12
## Uncoment to give players the choice of their species before they join the game
#JOIN_WITH_MUTANT_RACE
## Uncomment to allow certain species to have custom colors
#MUTANT_COLORS
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### HEALTH ###
## level of health at which a mob becomes unconscious (crit)
HEALTH_THRESHOLD_CRIT -0
## level of health at which a mob becomes dead
HEALTH_THRESHOLD_DEAD -100
## Determines whether bones can be broken through excessive damage to the organ
## 0 means bones can't break, 1 means they can
BONES_CAN_BREAK 1
## Determines whether limbs can be amputated through excessive damage to the organ
## 0 means limbs can't be amputated, 1 means they can
LIMBS_CAN_BREAK 1
## multiplier which enables organs to take more damage before bones breaking or limbs being destroyed
## 100 means normal, 50 means half
ORGAN_HEALTH_MULTIPLIER 100
## multiplier which influences how fast organs regenerate naturally
## 100 means normal, 50 means half
ORGAN_REGENERATION_MULTIPLIER 100
### REVIVAL ###
## whether pod plants work or not
REVIVAL_POD_PLANTS 1
## whether cloning tubes work or not
REVIVAL_CLONING 1
## amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
REVIVAL_BRAIN_LIFE -1
### MOB MOVEMENT ###
## We suggest editing these variabled in-game to find a good speed for your server. To do this you must be a high level admin. Open the 'debug' tab ingame. Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.
## These values get directly added to values and totals in-game. To speed things up make the number negative, to slow things down, make the number positive.
## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
RUN_SPEED 1
WALK_SPEED 3
## The variables below affect the movement of specific mob types.
HUMAN_DELAY 0
ROBOT_DELAY 0
MONKEY_DELAY 0
ALIEN_DELAY 0
METROID_DELAY 0
ANIMAL_DELAY 0
### ROUNDSTART SILICON LAWS ###
## This controls what the AI's laws are at the start of the round.
## Set to 0/commented for "off", silicons will just start with Asimov.
## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.)
## Set to 2 for "random", silicons will start with a random lawset picked from (at the time of writing): P.A.L.A.D.I.N., Corporate, Asimov. More can be added by changing the law datum paths in ai_laws.dm.
DEFAULT_LAWS 2
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Ripple of the Waves
Blade of Grass Bent Before Wind
Glimmer Of The Stars
The Ripple Of the Waves
Colors Of Dusk
The Still Of Night
Silence Of The Wind
Gentle Breeze of the Summer Wind
Glistening Water under the Blazing Sun
Child of the Scorching Sun
Blessed Plant-ling of Eternal Fields
Grass-walker of the Soothing Plains
Element of the Undying Fiona
Spawn of Mother Nature's Busum